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Hi All!
I'm a single indie game developer who has released games on steam, android, itch.io, gamejolt and kongregate etc. Though I felt like I hit a problem when it came to monetizing web games. I found with mobile games, advertising was the best way to earn. So of coarse earning from ad's with your small HTML5 games should be the best way to earn from web games but sites like kongregate only give you on average 25% of ad earnings. While even though I personally love Itch.io for selling games, you can only earn from donations when it comes to web games. Leaving you with the only option of hosting the games yourself, which means you are alone in driving traffic to your games.
So I set out to not only design a platform that allows developers to earn from ad's (adf.ly ad's). So I set out to not only design a platform that allows developers to earn from ad's (ads from our own advertising network serving exciting gaming adverts players will want to see). A platform which is easy to use, quick to sign up and allows you to instantly publish your games online. A platform which is 100% mobile friendly allowing players to play your games on far more devices. Best of all, you will earn 100% from your game's players.
https://play.idevgames.co.uk
The play arcade is completely free and allows you to get your game online and start earning within minutes. It is the simplest and quickest way to start earning from your games with ad's. No need for API's, it's all built into the site. Also I want to make the point that I do not earn anything from the site currently, I built the platform originally for my own game's and because this was something that I wanted from a web based platform. I will also never charge for this service or forcefully take a percentage of your ad earnings in the future. The site is still being developed but is fully functional with some pretty cool features too, like:
Embed your games easily on any site and still earn from every player
Allow your players to give you donations through paypal
Allow your players to subscribe to your patreon
Turn off ad's at any time and turn them on again... Even choose the frequency your ad is displayed
People can review your games
Publish your games to the site instantly
Keep your game private when testing
The site is growing everyday and I hope you decide to take a look.
Thanks,
-iDev

Dokia
Dokia is a challenging platformer in which you have to change the direction of gravity in order to proceed. This game contains 4 worlds with 10 levels each!
Try to reach the hole in all of them. It may be hard, but it is worth it! It may take a while to get used to the way the gravity-switching works, but that is part of the game.
You can play the game here: https://www.kongregate.com/games/Diamonax/dokia
I hope you like it!

Running Round
Running Round is an epic, colorful and challenging platformer in which you run in circles while trying to avoid the obstacles along the way.
The game contains 3 levels for you to complete. Can you reach the end in each of them?
You can play the game here: https://www.kongregate.com/games/diamonax/running-round
I hope you guys enjoy it!

Hi,
I have this basic platform game and I would like the hero to jump through the platforms, from underneath to the top of the platform, but I´m not being able to do that and the head of the hero collides with the bottom of the platform even when I set the collideDown of that tile (actually, to all the tiles of that layer) to false.
What am I missing?
this.platformsLayer = this.map.createLayer("platforms")
this.map.setCollisionBetween(1,50, true, "platforms")
var tilesArray = this.platformsLayer.getTiles(0,0,this.game.world.width, this.game.world.height)
for(var i=0;i<tilesArray.length;i++){
tilesArray[i].collideDown=false
tilesArray[i].setCollision(true, true, true, false)
console.log("All set to false")
}

Hello everyone, this first post here I hope you like it
This is a bit of how my game is getting. I wait until the end of the year to complete it. It was built with Phaser 2.6 currently being used Phaser 2.10 will be ported to android using Cordova + Crosswalk will soon put it running on mobile.
https://youtu.be/VepJt6wSJKo
Thanks For Watching

Hi All!
Intro
As a front-end developer it was a MUST to create an online HTML5 game for our wedding website I've recently discovered Phaser and I was amazed by the things you can achive with it. The Phaser community is just awesome, I've got a lot of help from forums, examples and tutorials I've found during the development. I would like to give something back to the community. That's one of the reasons I've published the source code of the game.
The game
Wedding Run is an endless 2D platform game. You can play either with the groom or with the bride. The long as you will survive the more points you can achieve. Killing bunnies and collecting coins can raise your score! Have phun!
Try it
Try it online at http://www.zsondre.hu/wd/
Check out the source code at https://github.com/aendre/wedding-run

Hi, I present you my game made in Phaser, here u are:
redplanetgame.prv.pl
I've finished it 3 months ago. It's a platform game, to collect all goals and kill enemies. When I was creating it, it worked fine, I mean, on full fps, but when I reach the end it drastically slowed down. I started few topic about this problem.
I think, it's too many bullets or sth.(or my weird structure of code). When u inspect the browser, on bottom u can see all of my phaser code I've used. It's this:
<script type="text/javascript" src="functions.js"></script>
<script type="text/javascript" src="create.js"></script>
<script type="text/javascript" src="update.js"></script>
<script type="text/javascript" src="game.js"></script>
<script type="text/javascript" src="jquery-3.2.1.js"></script>
My question is: how to speed up whole game? Now it's seriously problematic.
Another weird thing is that on many computers it works fine, on few it doesn't run completely (black screen instead of game), on other it freezes after few seconds, and in one the space+left arrow is not working xD

I have recently decided to try PhaserJS. I have created a platform test. Demo: https://rawgit.com/jansensan/test-phaser-js-platformer/02-implement-cloud-platforms/src/index.html Repository: https://github.com/jansensan/test-phaser-js-platformer/tree/02-implement-cloud-platforms This seems to work well so far, however I can't seem to find documentation on how to make cloud platforms collision (a platform that the player can stand on, but can traverse from other directions). I am using Tiled as a map editor. I have created a tileset that represent the collisions. The empty tile is for pass through, the red tile os a full block and the blue tile represents cloud platforms. See a screenshot of the map editor below: How can I choose the type of collision I need per tile type or ID? I have looked into setCollisionByIndex, but the doc says it's an internal function. Also, it seems to target tile IDs on the map and not relative to what the tileset is. Could anyone provide any assistance? Thanks in advance!

My last game, Faraon, created live, about 35 hours of video.Playable from any browser, smartphones, iphones, mac, pc, tablets etc...Rescue your friend through the dangerous rooms hidden in the pyramid of Pharaoh.Test your skill in this fun platform game, Are you a hero? Prove it.Funny and fast platform game.- 55 levels.- 3 different finishes.- Easy to play, one-touch control.- Many traps and enemies await you in the pyramid.- Great and original soundtrack.- Adapted for keyboard and touch screen.- Playable from any device.- Pixelated graphics. Faraon trailerPlay on Itch.IO: Faraon Itch.ioPlay on my Web: Faraon

Very sorry if someone has asked this before, but I searched the internet for two days now and I have yet to find the answer to this.
So, what I want to know is how can I tell the size (width, height) of the platform that a player/enemy is standing on, with platforms that are based on a tilemap/layer?
Take for example this game phase example starstruck: https://phaser.io/examples/v2/games/starstruck
How can I tell the size of that platform the mascot falls on first?
Why do I want to know this? I want to know so that I can place enemies on the map, have them go back and worth without falling off a platform.
I have seen this be done when platforms are created as a group, but not with platforms in a layer.
Thank you very much for any help.

Hello everyone. I am new to this forum so first of all, hello everyone! I have been working on a new local gaming platform this weekend and would like your feedback. I would be happy with technical input but also with input about the idea or what you would like to see to use this platform.
The idea of this platform is that people can use their mobile phone to control the player in their game which is being displayed on a computer monitor or a television. In the current state, the project is still not stable but the basics work.
I implemented up until now: two library files (xentha-server.js and xentha-client.js) which respectively represent the server and client library files, an API server which accepts API request (to register games or users) and socket connections from clients and a game socket. The API forwards data from and to the client and game socket. For example, client input to the game socket and layout definitions to be presented to the client. For now I used socket io to implement the socket connections, although I am not yet satisfied with the performance, I will see if I can replace this later on. As an example I took a game from the phaserJS examples: Invaders, and altered it a little bit to work with sockets, this still needs more work and contains singleplayer code, like: scores. Next to that, the code is not yet very well written. It still needs some improvement on the structure and redundancy of code.
Current functionality
Client library:
- receive server commands: roomJoined, playerLeft, playerJoined
- send input to server
Server library (to add to your game):
- Receive player input
- Define client layout and send to clients (buttons, text)
- createRoom, joinRoom, playerJoined, playerLeft
- Receive client input
- Audio Manager (play, pause)
Website:
- Profile
- Register games.
Ideas to work on
Server library:
- Custom achievements
Website:
- Lobby
- Leaderboards
Client
-Custom HTML layout definitions
All code can be found on github: https://github.com/bdekk/xentha
Thank you in advance for any feedback.
If you would be interested to help me improve it, let me know or create a pull request.
Kind regards,
Bram

hello,
I am searching for effective way of ladder climb for player like in old Loder Runner game for NES :).
I already have only simple script in Update function, if the player overlaps 2 hidden objects on both sides of the ladder he gains the ability to climb. In fact it's hard to accurate get the player at the center point of ladder to climb it. Any Ideas ?
if (playerTouchLeftLadder && playerTouchRightLadder) {
console.log('overlaps ladder');
if (cursors.up.isDown) {
player.body.velocity.y = -75;
playerGravity = 0;
player.frame = 9;
onLadder = true;
}else if (cursors.down.isDown) {
player.body.velocity.y = 75;
playerGravity = 0;
player.frame = 9;
onLadder = true;
}else if (playerJumpState == false){
player.body.velocity.y = 0;
}
}else{
playerGravity = 500;
onLadder = false;
};

As I am new to this forum I would like to say Hi to all at first! I just found out about this forum (after 2 years of developing HTML5 games!).
Ultimate Solid is a physics platform game with some puzzle elements which requires a lot of arcade skills. Unlike the traditional platform games movement is limited to jumping only.
The game has been built in Construct 2 engine with box2d physics, by two people (me - game developer and my friend who is a dedicated level designer).
Before I go with some more details, let me drop a trailer to give you a better picture of the game.
There's a demo available to download for PC - Windows platform on indieDB: http://www.indiedb.com/games/ultimate-solid
Demo is wrapped to dektop app with NWjs, which is a default desktop wrapper for Construct 2.
We are releasing this game as a desktop game, but because of many requests we recieved from people we decided to release it for mobiles later on as well. PC version is almost done and should be available within a month from now. Regarding mobile version, it's TBD. We will surely need to rebuild it a bit for mobiles.
Talking about full version. We have submitted Ultimate Solid to Steam and it's currently on Greenlight. It's going really well, so we hope for getting greenlight, but the stress is real as it is our first PC game and first Greenlight campaign!
Currently there are barely several new votes a day as we are no longer on the first page of Greenlight, so if you feel an irresistible temptation to vote "yes" on some greenlight project, please leave your vote on Ultimate Solid
Here's the Greenlight link: http://steamcommunity.com/sharedfiles/filedetails/?id=759087797
If there's anything you think could be done the other way or simply have any suggestions, please leave your feedback. The game is almost done but we are still polishing some parts.
If you like the project and would like to stay updated, here are some links related to the project:
Website: http://www.ultimatesolidgame.com
Twitter: https://twitter.com/ultimate_solid
Facebook: https://www.facebook.com/usolid
And again, greenlight votes are very much appreciated as we have no funds for promotion at all so we rely at 100% on the community.
Thanks!
Don't forget to try out the demo! I promise that the gameplay is much more fun than it looks on the trailer! (we hear that all the time really haha)

I have been working on a puzzle/platformer of sorts and I'm simply not sure whether to continue or not. Maybe with some feedback I can finally make up my mind. There is only 8 levels at the moment but that should be enough to get the point of the concept and overall direction of the game.
There are virtual keys when you play on mobile. This is a desktop screenshot.
PLAY

Created a game based on machine learning. Allows people to create their own map and artificial neural network will try to learn its pattern and create map based on player's gameplay. Have Fun!https://www.youtube.com/embed/4sL2Pw1f6Ck
http://touchofblood.com/
Enjoy!

We just released our first game to "Google Play" , which was made with C2 and HTML5 and wrapped with Cocoon.io
Link: Google Play Gameplay: Video Kongregate: http://www.kongregate.com/games/BlueSn0w/wipo
Newgrounds: http://www.newgrounds.com/portal/view/671533
"Wipo" is an addictive platform game which depends on reaction time , anticipation and of course "luck" !
Where once you move forward , you can't go back ...
Move the square to the end of each level with the least number of deaths. Unlock all the "Achivements"
and discover your "Ranking" among other players .
Game Features :
- Addictive gameplay & Simple Controls
- Neat Graphics and Visual Effects
- Achievements & Leaderboards
- +20 Challenging Levels (More Coming Soon)
- Smooth Real-Time Physics
- Customizable Game Elements
- Minimalistic UI
- Player States
Screenshots:

I'm trying to do this using p2 physics in phaser. Essentially dragging a platform that can only be moved horizontally by the mouse which will interact with other elements in the game. Any help is appreciated.

Hey guys, So i'm creating a platform where developers can distribute their HTML5 games (or web apps) on. The platform gives a game extra set of API's in order to synchronise the progress across all devices (And more, such as notifications, Chromecast support, etc). We go this feature what we call auto SDK, where a developer only have to add a few lines and the data will be automatically synchronised. We are also working on a in-app purchases API through PayPal so you can ask money for your game. I hope this helps the bringing HTML5 games together more for the users and i'm open for ideas, collaboration, etc https://webplayed.com/

Hello, I'm at work to my new platform game, and I'm in trouble about running a separate animation (different from the standard one, i.e. while running or walking) while the character is firing. I am using a single spreadsheet while loading : game.load.spritesheet('dude', 'sprites/dudeallmoves.png', 420, 300);this is the creating phase: // Our two animations, walking left and right. player.animations.add('left', [6, 5, 4, 3, 2, 1, 0], 10, true); player.animations.add('right', [9, 10, 11, 12, 13, 14, 15], 10, true); // fire left/right player.animations.add('fireleft', [22, 21, 20, 19, 18, 17, 16], 10, true); player.animations.add('fireright', [23, 24, 25, 26, 27, 28, 29], 10, true);so I can distinguish between directions with a single variable (direction="left", i.e). Now the weird stuff: when I walk all seems ok, but not when I try to fire (this is inside the update() function): if ( fireButton.isDown ) { player.animations.stop(); player.body.velocity.x = 0; if (direction=="left") player.animations.play('fireleft'); //this animation does not load??[...] }and nothing happens neither if I remove (just for test) the "direction" condition. I'm using Phaser 2.2.2, the latest available in my knowledge. I guess some code is wrong, can you give me some hints or impressions about?

http://codepen.io/anon/pen/qEKONO?editors=001 I am trying to add controls so if the mouse is anywhere on the left side of the character the character goes to the left and vise vera I am following this example http://examples.phaser.io/_site/view_full.html?d=input&f=follow+mouse.js&t=follow%20mouse The reason I want this is so it works on mobile. I copied the example and my game crashes :/ http://codepen.io/anon/pen/qEKONO?editors=001 Is this because follow mouse can't only make a character move vertical?

Hi, I showed my problem on the video: https://www.youtube.com/watch?v=7beTqZVm5f4&feature=youtu.be As You see, character is falling down trough platform, but not always, only sometimes. It looks like it depends on computer speed, if is faster, then falling occurs less. If is slower (for example: if screen capture is enabled), then falling occurs more. Collision is checked just by: game.physics.arcade.collide(player, elevator1); game.physics.arcade.collide(player, elevator2); What I observed: if I slow down the "elevators" then falling does not occur (but i need to fix it for every speed of elevator).